***Capture.*** If you move at least 20 feet in a straight line before hitting a creature with a melee attack, that creature must make a Charisma saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus or have their speed reduced to 0 feet until the end of their next turn. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a short or long rest. ***Languages.*** You can speak, read and write Common and Chesski. The chesski language consists of a variety of abbreviations and equations, and evolved from a shorter form of Common used in the military. ***Subrace.*** Three subraces of Chesski are found among the worlds of D&D: knights, bishops and rooks. Choose one of these subraces. #### Bishop Bishops act as priests and clerics, tending to focus on leading prayer, offerings and other worship to their court's patron deity. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Bishop Magic.*** You know the *spare the dying* cantrip. When you reach 3rd level, you can cast the *goodberry* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *prayer of healing* spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. ***Holy Attack.*** On the turn you use your Capture trait, you may cause the captured creature to be smote with divine energy as a bonus action. If you do, they take 1d6 radiant damage and you cannot use this feature again until you finish a long rest. #### Knight Knights serve as the main military in chesski culture, with abilities keyed around combat and movement. They often ride warhorses into battle. ***Ability Score Increase.*** Your Strength score or your Dexterity score (your choice) increases by 2. ***Expert Maneuverers.*** When using your Capture trait, you may change direction once while moving 20 feet, and may pass through other creatures' space. ***Standing Leap.*** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
***Knight Weapon Training.*** You have proficiency with the mace, spear, lance and longsword. ***Mounted Fighter.*** You can use your Capture trait while mounted, and have advantage on an attack roll that could use that trait when you attack from a mount. #### Rook Rooks serve as guards in the chesski courts, as enduring as the towers they are modeled on. ***Ability Score Increase.*** Your Constitition score increases by 2. ***Castle.*** As a reaction when a creature you can see within 30 feet of you would take damage from an attack, you can castle with them. You switch spaces with that creature, and the attack is instead directed towards you. If your Armor Class is high enough to avoid the attack, you take no damage as usual. Once you have used this feature, you can’t use it again until you complete a short or long rest. ***Tower of Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Additionally, your armor class is always equal to 12 + your Dexterity modifier when you are not wearing armor. #### Vizier Viziers, sometimes known as ferzes, are the rarest of chesski, given that the piece they are modeled off is no longer used in most chess sets. They act as advisors and strategists, using cunning to manipulate the situation to their desire. ***Ability Score Increase.*** Your Intelligence and Charisma scores each increase by 1. ***Advisor and Negotiator.*** You have proficiency in the Persuasion skill. ***Vizier Magic.*** You know the *friends* cantrip. When you reach 3rd level, you can cast the *comprehend languages* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *zone of truth* spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Due to the similarity with genasi, any feat with the genasi race as a prerequisite that aligns with their ancestry may be taken by an elemental dragonchesski. However, if you take the Efreet Heritage feat this way as an elemental dragonchesski, replace the last ability it provides with the following: * You have darkvision out to a range of 60 feet.